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The Explosive Object Mortar Contraption fires explosive shells over great distances. The only drawback to the great range is that it takes a while for the projectile to reach its target. Unlike other towers, the Mortar has a minimum range of approximately two blocks regardless of its upgrade level.


The actual damage per shot is vastly increased if hitting multiple enemies within the splash radius of the mortar shells.

Picture Mortar1 Mortar2 Mortar3 Mortar4 Mortar5 Mortar6
Level 1 2 3 4 5 6
Damage per shot 30 90 180 360 720 1440
Shots per second 0.5 0.5 0.5 0.5 0.5 0.5
Damage per second 15 45 90 180 360 720
DPS per resource spent 0.75 0.75 0.64 0.6 0.58 0.57
Range 7.9 8.0 8.2 8.3 8.4 8.6
Area of effect 1.1 1.1 1.2 1.2 1.2 1.3
Buy/upgrade price 20 40 80 160 320 640
Total cost 20 60 140 300 620 1260
Selling price 15 45 105 225 465 945

Strategic useEdit

Mortars are very effective on closely packed ground units. However, without proper crowd control by the player they are pretty useless. Since a mortar grenade takes a long time to land it may very well miss its target if it runs too fast. Also, as it will fire on its nearest target it is imperative that no mobs are allowed to break out as forerunners, thus drawing fire from the mortars away from the bulk mob-cluster. Therefore it is pointless to only have mortars without proper placement of Slow Fields and careful use of the Freeze Gun.

Initially focus on squeezing the mob-train by spamming Freeze Gun primary fire on the first mob. Ideally the tail of the train catches up when in range of a focused battery of at least 5 Mortars. Together with a stretch of lvl 4-6 slow-fields this is a sure kill-trap for Runners and Walkers. In Multiplayer games you can now take turns in freezing the clumped up mobs and watch them get hammered into a neat pile of corpses. If the killtrap has lots of turns it also works very well on Chargers. If the kill trap is scaled up with even more Mortars and some decent stretches of upgraded Slow Fields it works pretty well against all ground units.

There are downsides to this strategy as some enemies are easier to handle when kept apart for maximum utilization of other towers, particularty Hoverers and Big Walkers. Another problem is that it requires a rather high investment in Slow Fields, Freeze Gun upgrades and the 5-6 mortars themselves before a Mortar-heavy setup really starts to be effective and pay off which means the rest of your defense may be suffering while you are builiding up a Mortar-trap. In Singleplayer Insane and Multiplayer Hardcore modes there is not much room for weaknesses at any stage of the game why Mortars are rarely recommended at these difficulties.

Fun Fact: If Mortars are Level 5/6 one side says: Masher Mortar Power Level: OVER 9000, Making Sanctum have 2 memes in one game along with the REX's FUUUUUUU!!


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